P
So I've been bothered with the design of current models for a couple days and decided to make it a thread on its own, so it doesn't get lost.
There's a slight problem with current design in the way that an Omniframe covers a lot of the character behind the frames graphical design. Too much IMHO. While skins are essential for sales, you literally cover an already paid skin with another you paid for, skin on skin, the question is how much of your character do you want to see, and how much Omniframe is too much?
I get that it's a mech-game, but I don't get why anyone would buy a skin that they're never gonna see unless they play a light-frame build... I'd say that's forced playstyle if one cares about their skins.
Tho, already at the current Light Frame we can see our character's feet, legs, arms, and shoulders are completely covered behind plating, and partially both the front and back too... So already there we're now covering up well over 60% of what a player paid for.
Sure, people has been arguing that you won't be in a frame all the time but what they forget is that most people will either be in the battlefield using a frame, or in a UI while crafting, managing inventory, or in a turret seat, completely blocking the view of your character... So 99% of the time you won't be able to see your characters actual paid skin unless you only play a Light Frame, just wondering if anyone thought of this when making the design choices.
I hate the idea of having to sacrifice a functionality or an entire playstyle just because I want to enjoy what I spend my money on, but I'm willing to somewhat break out of my stubborn self with an idea I just came up with below.
A completely new design for the Light Frame tier, and put current tiers up a notch.
That way we have more alternatives that doesn't spit on your money spent on character skins, and we get a 4th frame design that actually shows off your character, a speedy and flexible scout/crit build utilizing handheld firearms.
Let me refer to an example of Planetside 2...
Light Frame: Ghost (this would be a completely new design)
Acting as the ghost class, using snipers, SMG's, hack tools, stealth, and aiding the party as a support role.
Medium Frame: Assault (this would act as the new Light Frame)
Acting as the assault class capable of flight and rapid fire, the stormtrooper of the tiers, the fast-attack role.
Heavy Frame: Tanker (this would act as the new Medium Frame)
Acting as the heavy class, the mainstream frame for taking the most hits, the party-buff role.
Ultra Frame: MAX (this would act as the new Heavy Frame)
Acting as the Max class, meant to take down the toughest of enemies, the sorcerer of the party, the nuker role.
Bonus Action:
I'd also urge to make current frame designs more slick, also to reveal more of your actual character but most importantly not to cover too much of your screen when in 3rd person, yet not at the cost of functionality.
That's the end of my turn.
There's a slight problem with current design in the way that an Omniframe covers a lot of the character behind the frames graphical design. Too much IMHO. While skins are essential for sales, you literally cover an already paid skin with another you paid for, skin on skin, the question is how much of your character do you want to see, and how much Omniframe is too much?
I get that it's a mech-game, but I don't get why anyone would buy a skin that they're never gonna see unless they play a light-frame build... I'd say that's forced playstyle if one cares about their skins.
Tho, already at the current Light Frame we can see our character's feet, legs, arms, and shoulders are completely covered behind plating, and partially both the front and back too... So already there we're now covering up well over 60% of what a player paid for.
Sure, people has been arguing that you won't be in a frame all the time but what they forget is that most people will either be in the battlefield using a frame, or in a UI while crafting, managing inventory, or in a turret seat, completely blocking the view of your character... So 99% of the time you won't be able to see your characters actual paid skin unless you only play a Light Frame, just wondering if anyone thought of this when making the design choices.
I hate the idea of having to sacrifice a functionality or an entire playstyle just because I want to enjoy what I spend my money on, but I'm willing to somewhat break out of my stubborn self with an idea I just came up with below.
A completely new design for the Light Frame tier, and put current tiers up a notch.
That way we have more alternatives that doesn't spit on your money spent on character skins, and we get a 4th frame design that actually shows off your character, a speedy and flexible scout/crit build utilizing handheld firearms.
Let me refer to an example of Planetside 2...
Light Frame: Ghost (this would be a completely new design)
Acting as the ghost class, using snipers, SMG's, hack tools, stealth, and aiding the party as a support role.
Medium Frame: Assault (this would act as the new Light Frame)
Acting as the assault class capable of flight and rapid fire, the stormtrooper of the tiers, the fast-attack role.
Heavy Frame: Tanker (this would act as the new Medium Frame)
Acting as the heavy class, the mainstream frame for taking the most hits, the party-buff role.
Ultra Frame: MAX (this would act as the new Heavy Frame)
Acting as the Max class, meant to take down the toughest of enemies, the sorcerer of the party, the nuker role.
Bonus Action:
I'd also urge to make current frame designs more slick, also to reveal more of your actual character but most importantly not to cover too much of your screen when in 3rd person, yet not at the cost of functionality.
That's the end of my turn.
Last edited by a moderator:
Likes:
chalk#4300 and lkw#0593